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Variatas

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Posts posted by Variatas

  1. Fishing is killing PoE for me.

    It's so damn frustrating, and is just killing my motivation to actually enjoy this update. I don't want to be too dramatic, but staring at the grind expected to actually achieve the new gear is actively depressing. I just don't understand why they took that feature and effectively made it mandatory.

    If I'm alone in this, so be it, I guess, but I've sunk a lot of hours into this game and I didn't want to just drift away without tossing my viewpoint out there.

    I don't want to drag on fishing, (or mining, which is less obtuse and frustrating, and so more tolerable, if not exactly welcome) if you enjoy it, that's great. I just really wish they'd structure the rewards so you could take EITHER combat OR gathering to get there, instead of demanding BOTH. The quantities involved feel massive, far beyond even my rather ample stocks of platinum to trade for.

    I'm gonna wait it out and just enjoy running around the Plains shooting stuff for a little while, but it's really depressing to have an update that sounded SO good go so hard in the opposite direction.

    (Devs, if you see this, I love ya guys, but for the love of Void please give us multiple paths to rewards. You've made exactly this thing an issue before, but never has so much been locked behind features so niche in their appeal.)

  2. 9 minutes ago, Momaw said:

    For the love of Lotus, scrambas/combas are not a better designed unit.

    I am sick of hearing people that say these guys are so much better than nullifiers and that we need to ditch nullifiers.

    • A nullifier disrupts your powers within a 10 meter bubble. This bubble is highly visible and gives you strategic options regarding how you want to deal with it. Because the bubble is much bigger than the actual enemy, you can "slice the pie" around a corner with a gun to remove a Nullifier with relative safety. Also vulnerable to melee attacks and simply moving inside it to kill the weak unit directly. Nullifiers have a powerful sniper rifle that is very accurate and deadly at long range but will generally not hit a mobile player especially at short range.
    • Combas disrupt your powers with a ... 30? meter radius. This AOE ignores terrain and line of sight, and there is no visual indication at all that you're about to come into it. The range at which they work combined with the small size of most maps mean that in a majority of cases you will not be able to actually engage the Comba before it has turned off your abilities. The counter play to Combas is to shoot off their helmets, which requires direct line of sight. Combas are also some of the most durable Corpus units, with 1100 base health to a Tech's 700. Combas are armed with a variety of weapon, most either doing splash damage or being scatter shot cannons that basically roll some dice to see whether you get one-shotted or not.

    Nullfiers are a counter measure against lazy players. They have strengths and weaknesses and can be avoided.  Combas are evidence that there is a God and he hates you. They DON'T have weaknesses and they CAN'T be avoided.

    You're right that Combas are worse in many regards than Nullifiers, but the one thing that they do get right is that they aren't spammed.  Their AoEs only affect one category of powers at a time, and there's usually only one, maybe two on the map.  

    The biggest problem to Nullifiers compared to Bursas is that Nullifiers basically counter everything all at once.  Aside from avoiding them, the only viable options are to shoot/melee the shield down (which heavily favors rapid-fire weapons, which are already mostly better than everything except explosives), and slide-meleeing them.  They enforce the meta of SomaP/BoltorP/etc rather than counter it, and at the same time hammer every single power-using frame in an attempt to stop nuke-spamming.  Did Tesla-Vauban need that nerf?  Did Spore-Saryn?  Nuke spamming is a problem in the game, but Nullifiers don't really solve it, and as they currently exist they create a lot of other problems too.  

    One thing that just absolutely needs to go, however, is how they have their shields active even in Stealth missions.

  3. 1 hour ago, Mak_Gohae said:

    switch weapons.

    Unless you are stuck in a snipers/bow only missions this should not be an argument.

    The game design already heavily favors quick-firing weapons.  It doesn't need an enemy that's such a massive counter to an already disincentivized weapon group.

  4. 1 hour ago, Gurpgork said:

    I think the best thing they could have done with Desecrate is to just get freaking rid of it. It adds nothing of value to his kit as a whole (other than cheating the energy economy, which every Warframe benefits from equally), minions can't use the pickups, it does very little to affect a mission as a whole, and it contributes to our massive resource creep problem. 

    I can't agree with this more.  The "extra loot" abilities don't really add anything good to the game.  Many of the things you'd want to get more of aren't available to desecrate (Void Traces, Relics, etc.) and the way that costs have inflated just makes them required to get resources in any reasonable time frame.  

  5. It'd be nice if they'd do something to address the problem where people are extracting out from under you when you're still missing reactant.  The way it works right now all it takes is two people to waste the other half of the squad's time.  Shared reactant or no reactant at all; or even make it so it takes a full squad to start the extraction timer in fissure missions if people aren't done yet.  I don't care, but it's really awful gameplay to have your rewards denied because your teammates are inconsiderate.

  6. It would definitely be nice to see articles like that come up every so often.  See how the reality matches community perception.  I think right now a lot of people would bet that Ash has completely replaced Saryn and Excalibur for top Ability kills, but it's possible that things have actually gotten more diverse even if it seems like the opposite.

  7. 1 hour ago, SolarDwagon said:

    Reactant drops for all players. If you aren't picking up enough reactant, then you're not sticking with other players.
    Now, in some game modes (capture, for instance), this can be their fault not yours if you're the person who chases down the target.

    Nevertheless, in every group I've played where one player called out in chat that they were not complete, the entire group has stopped and waited. Have you tried this?

    Also possible: the other players aren't sticking together either, running off in different directions chasing down the enemy since they spawn further and further away, pulling everyone out of affinity range and scattering reactant (and other loot) all over the map.

    No, this hasn't happened to me a dozen times today, why do you ask?

    To be clear, these at least ended with everyone cracking their relics because people spoke up that they were missing some, but it didn't need to happen at all.

  8. Ospreys and Rollers are probably the two biggest offenders in the game right now for "seems like it hasn't seen as much dev time".  They don't rag-doll, they don't dismember, they barely animate, you can't stealth kill them, and when you do kill them often they just explode and then vanish.  Rollers are at least rare, but Ospreys really need some love if they're going to stay as ubiquitous as they are.  Rollers could probably just get removed or replaced and no one would notice they were gone for several days.

  9. 2 minutes ago, Fylas said:

    it was just a example, it can just be improved and regular reward rates,  and the idea was that the threat is similar to the oxygen percent , it decays over time as the operative leaves traces / hunts for loot similar to air while giving a excuse for rewarding chaos by letting the operative go on smoother in their job if it's near cap. I should probably have specified that , my bad, but I did warn that putting my thoughts into text isn't my speciality :D

    That doesn't actually change the potential problem.  Much like how Nekros/Hydroid are pseudo-mandatory because they allow extra chances at drops, if there's a way to get better rewards in the gametype, it runs the risk of the same kind of behavior.

  10. I think that the concept is simple enough, but it has some big hazards that could come out in implementation.  Specifically, how do you measure "aggro" that the squad generates that you're trying to tie rewards to?  Right now rewards are really simple: survive X minutes, qualify for rewards.  If it starts becoming a score-attack race, what counts for points?  Kills?  Affinity?  

    While you're trying to come up with what you're measuring, now you have to come up with the standards you're measuring against for rewards.  That itself is a balancing act; how much is too much for the "challenge" reward, and how much is too little?  The same goes for the "poor" reward.  (Which, frankly, doesn't sound like a good idea at all.  The game doesn't need to punish you for petering out at the top end of a Survival; it already does that when you fail out.)  

    Further, how much better do you make the bonus reward, and how much worse do you make the punished rewards?  If they're too good/bad, it just becomes mandatory and a potential source of toxicity if the community lights on specific prescribed strategies, like how everyone always demands EV Trin for everything, no matter the actual need for it.

    I do think that Survival could used some updating, but I don't think the idea of making rewards better or worse based on performance is a good one.

  11. 13 hours ago, Sirabot said:

    Maybe Walmart if you have a receipt, but generally, no. They will not. Unless you're a "disgruntled" customer in which case a manager or assistant manager will do nearly anything to shut them up and get them out of the store; So that normal workflow can resume.

    Best Buy, Target, pretty much any big box store, and yes, it's called "Customer Retention".  Usually only specifically posted clearance sales are immune to this.  It's kind of standard practice in retail, because pissed off customers spread bad word of mouth and spend less.

  12. On 7/3/2016 at 9:26 AM, Sirabot said:

    You buy a TV at the store. Days, Months or Years later, TV price drops. You can not ask for the money back.
    You agreed to a terms of service agreement when you first created a Warframe account that serves to protect Digital Extremes from consumers, they also reserve to do whatever they want with the game. If they choose to change a price, they can choose to reimburse players, but why would they? They aren't obligated to do so, and they gain nothing from it.

    Here are the current prices of items- Enjoy!

    Here are the NEW prices of items- Enjoy the discounts!

    They didn't have to lower prices in the first place.

    Actually, many brick-and-mortar stores WILL refund you the difference if a price drops or something goes on a non-clearance sale within days of your purchase.  There's occasionally some exceptions, but usually most people just never bother to ask.

  13. I feel like pointing out that Animal Instinct has not been exclusive to Kubrows for quite some time; you can drop it on your Carrier Prime to create the ultimate QoL companion, and many people do.

    Having played with Mag's new passive, I'm 100% on board with adding some kind of item vacuum mechanic as default to all frames.  Having to run over and pick up drops is a crummy mechanic that isn't terribly fun, especially when combined with loot decay.  Standardizing vacuum is well overdue.

  14. I've long though that the Arcane helmet effects shouldn't have been removed from circulation, just separated from the cosmetic effect of choosing a helmet.  Just make them a different slot that's one per frame.  Make the "downgrade Arcane helmet" recipe actually useful in that it spits out whatever Arcane Orb matches the helmet instead of just removing it.  

  15. Yeah, this passive definitely sounds super mediocre.  Unless there's something in the works to make gun noise levels meaningful outside of stealth missions, it's automatically useless in the substantial majority of gameplay that isn't Stealth; probably 70-90% of the game for most people.  Add to that that Banshee already has skills that mess with gun noise (albeit in a roundabout, "this badly needs updating" way), and it just gets more useless.  One of the nice things about the other "mod" passives like Ivara's and Equinox's is that they stack, and largely give you things you'd already want anyway.  This gives Banshee a redundant way to get something she's already pretty much got, vaguely simplifying her gameplay at the cost of ignoring how bland and dysfunctional her kit is as a whole.  Something like a minor reduction to enemy accuracy and perception would be cool, but basically almost anything other than what proposed would be better.

  16. This is definitely an idea that should be explored.  Augments are cool, but the way they were implemented has had a number of issues; foremost is how widely the "power level" is between different ones, but it has also exposed or reinforced a number of balance issues between frames as well.

    I 100% agree with the idea of giving everyone access to per-ability tuning like this, with one major change: there probably needs to be a "Major" and "Minor" category of augments or some similar way to allow fun and interesting (but not powerful) mods like Swing Line to coexist with big power players like Vampire Leech or Eternal War.  In addition, there are a bunch of augments that need review (mostly for underperforming frames like Ember and Banshee) that maybe should get baked into the ability and replaced.  (Lookin' at you, Fire Fright/Firequake).  There are a bunch of frames that just don't bring enough to the table right now and could use the love.

    Tangential Addendum: Fire Fright really ought to be changed to work with the expanding knockdown wave.  The manner in which that was added has led to a really awkward bit of player unfriendliness where the mod is super misleading (because you Had to Be There to understand why it doesn't) and the ability is so lackluster that it really isn't a big balance problem to make that change.

  17. Not just that, the game needs units that are countered by sniping. Think of the Nullifier Crewman; it's the one unit type that would support sniper play, and yet it's practically immune to precision weapons. 

     

    Sniper rifles never needed changing, it was the systems around them that need to change.

    This is absolutely the answer I favor.  The "role" of sniper weapons in a game like this is always going to have to be the removal of priority targets, or they really stop being sniper weapons.  The problem is the current enemy sets barely support that, especially with stuff like Nullifiers in play which actively disincentivize them.  Like in Halo how sniper rifles can bypass the "shield gate", there need to be weaknesses that sniper weapons are uniquely suited and able to exploit, or they just end up being a much slower way to kill enemies.

    There are a bunch of ways they could do this, such as by letting sniper weapons do extra damage to Nullifier bubbles, bypassing some or all armor if they hit weak points, etc.  They should probably also have much bigger headshot bonuses in PVE, because they are hampered far more by the insane durability of high-scaling enemies than rapid-firing or AoE weapon because of how hard it can be to keep landing consecutive headshots against enemies.

    It'd also be nice if the bulky Grinner actually had weakpoints on their backs; nothing is quite as frustrating as trying to kill a Bombard but having him turn to face (and possibly murder) your squadmate while you can only watch.

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